Typical Mindwatch Agents

Melee
RV 20
Coordination
RV 10
Brawn
RV 10
Fortitude
RV 10
Intellect
RV 20
Awareness
RV 30
Willpower
RV 20
Lifestyle
RV 20
Repute
RV 0

Health:
Fortune:
50
70

Origin:

Grunt-level Mindwatch agents are for the most part trained psis, otherwise normal humans who have been trained in the mental arts. There are one or two who have actual, natural psi powers that have been augmented and supplemented by true psionic training, but they are somewhat rare for some reason. They also tend to be skilled martial artists, due to the nature of their studies.

Known Powers:

Psi-Powers (trained):

All Mindwatch field agents are students of one psionic discipline or another, usually adopting the traditional method of psionic schooling, though some students of intermediate schooling are on the Mindwatch 'payroll'. Regardless, they will always possess at least four psi powers, but may have nine or more, making them true psionic masters in their chosen discipline of power.

Mindwatch operatives are pretty evenly represented in all nine psionic disciplines, for the most part, as the structure of the organization makes such knowledge readily available. Their power levels typically range from rank value 10 to 40 in their various arts, talents, and skills, though some exceptions are known in particularly capable students; see the Manual of the Psi for more information.

Limitations / Enhancements:

(none)

Equipment:

Personal Weapon: Mindwatch agents are encouraged to train their bodies in the unarmed martial arts, to lessen their dependence on their psi powers. Furthermore, they are also specially trained in the use of one weapon, which they take on as their 'personal' implement of destruction. While on the job (and often while not), Mindwatch agents will carry this weapon with them at all times.

Quirks:

Paranoia: many Mindwatch agents have problems of this kind, as they lead a dual life that tends to keep one on their toes... especially should some enemy come hunt them down in their 'secret identity'. As such, about forty percent of those agents encountered will have this quirk, forcing them to pass a Willpower ACT roll at -2 RS to implicitly trust somebody.

Talents:

Martial Arts: Mindwatch operatives are trained in the use of at least two martial arts, in addition to their extensive psi powers; after all, should a rogue superpsi take their powers away, they have to be able to fight somehow. Usually, Mindwatch agents train in martial arts styles A and B, though more introspective ops may choose other styles to suit their personal preferences.

Trance: Mindwatch ops have the ability to place their bodies and minds in a deep trance, one that slows their bodily functions to the point that they appear to be dead (an Awareness ACT roll can determine that a trance is in place, should an observer suspect the death to be fake). While in this trance, an agent's need for food and water is minimal, and he can recover one lost Fortitude rank value per day.

Weapon Skill: as was stated above, Mindwatch agents are highly skilled in the use of at least one weapon, whether it be a melee weapon (staff, sword), projectile weapon (bow, Magnum .45), or even some esoteric device (energy blade, phase plasma rifle). While using this weapon, a Mindwatch agent will receive a +1 RS to any attack rolls required by its use.

Contacts:

Naturally, all members of the Mindwatch organization can depend on each other in a pinch, especially where their charter purpose is involved. However, it is vital to note that virtually every member of Mindwatch has a dual life, and as such, they can easily have a rather full roster of useful contacts that, more than anything else, is completely unique to their person.

Costume:

Mindwatch agents wear a distinctive, shiny black leather bodysuit while performing their business, one replete with an ample and impressive amount of metal spikes, buckles, and clasps. However, in addition to black boots, gloves, and a black belt, they bear a curious emblem on the chest of their uniforms, one that looks like an eye, but will betray the image of a brain at certain angles.

Legal Hoopajoob:

I offer my Edition 13 work under the Creative Commons Attribution license.

What this means is that if you wish, you may use this Edition 13 material in any way you see fit, whether copying, distributing, or displaying all or part of this text, as long as you credit my work, in either your own derivative texts or products.

If you would like more information about me for attribution, you can contact me via e mail (DashApostrophe@gmail.com).

Extra Goodies:

Mindwatch Agents (Typical) 4C System: Edition 13 Text File Download

Return to the Mindwatch main page!

Interested in using Technoholic content in your own project? Please read this beforehand!